/*  Starshatter OpenSource Distribution
    Copyright (c) 1997-2004, Destroyer Studios LLC.
    All Rights Reserved.

    Redistribution and use in source and binary forms, with or without
    modification, are permitted provided that the following conditions are met:

    * Redistributions of source code must retain the above copyright notice,
      this list of conditions and the following disclaimer.
    * Redistributions in binary form must reproduce the above copyright notice,
      this list of conditions and the following disclaimer in the documentation
      and/or other materials provided with the distribution.
    * Neither the name "Destroyer Studios" nor the names of its contributors
      may be used to endorse or promote products derived from this software
      without specific prior written permission.

    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    POSSIBILITY OF SUCH DAMAGE.

    SUBSYSTEM:    Stars
    FILE:         StarServer.cpp
    AUTHOR:       John DiCamillo

*/

#include "MemDebug.h"

#include "StarServer.h"
#include "Campaign.h"
#include "CombatRoster.h"
#include "Galaxy.h"
#include "Mission.h"
#include "Sim.h"
#include "SimEvent.h"
#include "Ship.h"
#include "Contact.h"
#include "QuantumDrive.h"
#include "Power.h"
#include "SystemDesign.h"
#include "WeaponDesign.h"
#include "Shot.h"
#include "Drive.h"
#include "Explosion.h"
#include "FlightDeck.h"
#include "RadioMessage.h"
#include "RadioTraffic.h"
#include "Random.h"
#include "ModConfig.h"

#include "NetLayer.h"
#include "NetGame.h"
#include "NetHost.h"
#include "NetServer.h"
#include "HttpServer.h"
#include "HttpServletExec.h"
#include "NetAdminServer.h"
#include "NetLobbyServer.h"
#include "NetServerConfig.h"

#include "Token.h"
#include "MachineInfo.h"
#include "Game.h"
#include "Keyboard.h"
#include "Mouse.h"
#include "EventDispatch.h"
#include "MultiController.h"
#include "DataLoader.h"
#include "ParseUtil.h"
#include "Resource.h"

// +--------------------------------------------------------------------+

StarServer*       StarServer::instance = 0;

static Mission*   current_mission      = 0;
static double     time_til_change      = 0;
static bool       exit_latch           = true;

extern const char* versionInfo;

// +--------------------------------------------------------------------+

StarServer::StarServer()
: loader(0), time_mark(0), minutes(0), game_mode(MENU_MODE),
admin_server(0), lobby_server(0)
{
    if (!instance)
    instance = this;

    app_name     = "Starserver 5.0";
    title_text   = "Starserver";
    palette_name = "alpha";

    Game::server      = true;
    Game::show_mouse  = true;

    DataLoader::Initialize();
    loader       = DataLoader::GetLoader();
    int loadstat = loader->EnableDatafile("shatter.dat");

    if (loadstat != DataLoader::DATAFILE_OK) {
        const char* err_msg = loadstat == DataLoader::DATAFILE_INVALID ?
        "The file 'shatter.dat' appears to have been damaged.  Please re-install Starshatter." :
        "Starshatter cannot open the file 'shatter.dat'.  Please re-install Starshatter.";

        ::MessageBox(hwnd, err_msg, "Starshatter - Error", MB_OK);
        ::Print(err_msg);
        ::Print("\n\nFATAL ERROR: EXIT.");
        exit(-1);
    }

    if (loader->FindFile("start.dat"))
    loader->EnableDatafile("start.dat");

    // no images or sounds in server mode:
    loader->EnableMedia(false);
}

StarServer::~StarServer()
{
    delete admin_server;
    delete lobby_server;

    admin_server = 0;
    lobby_server = 0;

    // delete all the ships and stuff
    // BEFORE getting rid of the system
    // and weapons catalogs!
    delete world;
    world = 0; // don't let base class double delete the world

    Drive::Close();
    Explosion::Close();
    FlightDeck::Close();
    Campaign::Close();
    CombatRoster::Close();
    Galaxy::Close();
    RadioTraffic::Close();
    Ship::Close();
    WeaponDesign::Close();
    SystemDesign::Close();
    DataLoader::Close();
    NetServerConfig::Close();
    ModConfig::Close();

    instance = 0;

    Game::server = false;
}

// +--------------------------------------------------------------------+

bool
StarServer::Init(HINSTANCE hi, HINSTANCE hpi, LPSTR cmdline, int nCmdShow)
{
    if (loader)
    loader->UseFileSystem(false);

    return Game::Init(hi, hpi, cmdline, nCmdShow);
}

// +--------------------------------------------------------------------+

bool
StarServer::InitGame()
{
    if (!Game::InitGame())
    return false;

    RandomInit();
    ModConfig::Initialize();
    NetServerConfig::Initialize();
    SystemDesign::Initialize("sys.def");
    WeaponDesign::Initialize("wep.def");
    Ship::Initialize();
    Galaxy::Initialize();
    CombatRoster::Initialize();
    Campaign::Initialize();

    Drive::Initialize();
    Explosion::Initialize();
    FlightDeck::Initialize();
    Ship::Initialize();
    Shot::Initialize();
    RadioTraffic::Initialize();

    time_mark = Game::GameTime();
    minutes   = 0;

    NetServerConfig* server_config = NetServerConfig::GetInstance();
    if (!server_config)
    return false;

    ::Print("\n\n\nStarshatter Server Init\n");
    ::Print("-----------------------\n");
    ::Print("Server Name:       %s\n", (const char*) server_config->Name());
    ::Print("Server Type:       %d\n", server_config->GetGameType());

    if (server_config->GetMission().length() > 0)
    ::Print("Server Mission:    %s\n", (const char*) server_config->GetMission());

    ::Print("Lobby Server Port: %d\n", server_config->GetLobbyPort());
    ::Print("Admin Server Port: %d\n", server_config->GetAdminPort());
    ::Print("-----------------------\n");

    NetLobbyServer* nls = new(__FILE__,__LINE__) NetLobbyServer;
    NetAdminServer* nas = NetAdminServer::GetInstance(server_config->GetAdminPort());
    nas->SetServerName(server_config->Name());

    lobby_server = nls;
    admin_server = nas;

    return true;
}

// +--------------------------------------------------------------------+

void
StarServer::SetGameMode(int m)
{
    if (game_mode == m)
    return;

    if (m == LOAD_MODE) {
        Print("  game_mode = LOAD_MODE\n");
        paused = true;
    }

    else if (m == PLAY_MODE) {
        Print("  game_mode = PLAY_MODE\n");

        if (!world) {
            CreateWorld();
            InstantiateMission();
        }

        // stand alone server should wait for players to connect
        // before unpausing the simulation...
        SetTimeCompression(1);
        Pause(true);
    }

    else if (m == MENU_MODE) {
        Print("  game_mode = MENU_MODE\n");
        paused = true;

        Sim* sim = (Sim*) world;

        if (sim)
        sim->UnloadMission();
    }

    game_mode = m;
}

// +--------------------------------------------------------------------+

void
StarServer::SetNextMission(const char* script)
{
    if (lobby_server)
    lobby_server->SetServerMission(script);
}

// +--------------------------------------------------------------------+

void
StarServer::CreateWorld()
{
    RadioTraffic::Initialize();

    // create world
    if (!world) {
        Sim* sim = new(__FILE__,__LINE__) Sim(0);
        world = sim;
        Print("  World Created.\n");
    }
}

void
StarServer::InstantiateMission()
{
    Memory::Check();

    current_mission = 0;

    if (Campaign::GetCampaign()) {
        current_mission = Campaign::GetCampaign()->GetMission();
    }

    Sim* sim = (Sim*) world;

    if (sim) {
        sim->UnloadMission();

        if (current_mission) {
            sim->LoadMission(current_mission);
            sim->ExecMission();
            sim->SetTestMode(false);

            Print("  Mission Instantiated.\n");
        }

        else {
            Print("  *** WARNING: StarServer::InstantiateMission() - no mission selected ***\n");
        }
    }

    Memory::Check();
}

// +--------------------------------------------------------------------+

bool
StarServer::GameLoop()
{
    if (active && paused) {
        UpdateWorld();
        GameState();
    }

    else if (!active) {
        UpdateWorld();
        GameState();
        Sleep(10);
    }

    Game::GameLoop();
    return false;  // must return false to keep processing
    // true tells the outer loop to sleep until a
    // windows event is available
}

// +--------------------------------------------------------------------+

void
StarServer::UpdateWorld()
{
    long   new_time      = real_time;
    double delta         = new_time - frame_time;
    seconds       = max_frame_length;
    gui_seconds   = delta * 0.001;

    if (frame_time == 0)
    gui_seconds = 0;

    time_comp = 1;

    if (delta < max_frame_length * 1000)
    seconds = delta * 0.001;

    frame_time = new_time;

    Galaxy* galaxy = Galaxy::GetInstance();
    if (galaxy) galaxy->ExecFrame();

    Campaign* campaign = Campaign::GetCampaign();
    if (campaign) campaign->ExecFrame();

    if (paused) {
        if (world)
        world->ExecFrame(0);
    }

    else {
        game_time += (DWORD) (seconds * 1000);

        Drive::StartFrame();

        if (world)
        world->ExecFrame(seconds);
    }

    static DWORD refresh_time = 0;
    if (RealTime() - refresh_time > 1000) {
        refresh_time = RealTime();
        RedrawWindow(hwnd, 0, 0, RDW_ERASE|RDW_INVALIDATE);
    }
}

// +--------------------------------------------------------------------+

void
StarServer::GameState()
{
    if (lobby_server) {
        lobby_server->ExecFrame();

        if (lobby_server->GetStatus() == NetServerInfo::PERSISTENT)
        paused = NetGame::NumPlayers() < 1;
    }

    if (game_mode == MENU_MODE) {
        Sleep(30);
    }

    else if (game_mode == LOAD_MODE) {
        CreateWorld();
        InstantiateMission();

        SetGameMode(PLAY_MODE);
    }

    else if (game_mode == PLAY_MODE) {
        if (Game::GameTime() - time_mark > 60000) {
            time_mark = Game::GameTime();
            minutes++;
            if (minutes > 60)
            Print("  TIME %2d:%02d:00\n", minutes/60, minutes%60);
            else
            Print("  TIME    %2d:00\n", minutes);
        }

        Sleep(10);
    }

    Memory::Check();
}

// +--------------------------------------------------------------------+

bool
StarServer::OnPaint()
{
    PAINTSTRUCT paintstruct;
    HDC hdc = BeginPaint(hwnd, &paintstruct);

    Text txt_title = title_text;
    Text txt_mode;
    Text txt_users = Game::GetText("server.no-users");
    char buf[256];

    txt_title += " ";
    txt_title += versionInfo;

    switch (game_mode) {
    case LOAD_MODE:
    case MENU_MODE:  
        txt_mode = Game::GetText("server.mode.lobby");

        if (lobby_server) {
            sprintf_s(buf, Game::GetText("server.users").data(), lobby_server->NumUsers());
            txt_users = buf;
        }
        break;

    case PLAY_MODE:  
        txt_mode = Game::GetText("server.mode.active");
        if (lobby_server) {
            sprintf_s(buf, Game::GetText("server.users-and-players").data(), lobby_server->NumUsers(), NetGame::NumPlayers());
        }
        else {
            sprintf_s(buf, Game::GetText("server.players").data(), NetGame::NumPlayers());
        }
        txt_users = buf;
        break;

    default:
        txt_mode = Game::GetText("server.mode.other");
        break;
    }

    if (lobby_server && lobby_server->GetStatus() == NetServerInfo::PERSISTENT)
    txt_mode += " " + Game::GetText("server.alt.persistent");

    if (paused)
    txt_mode += " " + Game::GetText("server.alt.paused");

    TextOut(hdc, 4,  4, txt_title, txt_title.length());
    TextOut(hdc, 4, 22, txt_mode,  txt_mode.length());
    TextOut(hdc, 4, 40, txt_users, txt_users.length());

    Sim* sim = Sim::GetSim();
    if (sim && sim->GetMission()) {
        Mission* mission = sim->GetMission();
        Text txt_msn = Game::GetText("server.mission");
        txt_msn += mission->Name();
        TextOut(hdc, 4, 58, txt_msn, txt_msn.length());
    }

    EndPaint(hwnd, &paintstruct);
    return true;
}

// +--------------------------------------------------------------------+

DWORD WINAPI StarServerShutdownProc(LPVOID link)
{
    StarServer* stars = (StarServer*) link;

    Sleep(3000);

    if (stars) {
        stars->Exit();
        return 0;
    }

    return (DWORD) E_POINTER;
}

DWORD WINAPI StarServerRestartProc(LPVOID link)
{
    StarServer* stars = (StarServer*) link;

    Sleep(3000);

    if (stars) {
        char cmdline[256];
        strcpy_s(cmdline, "stars -server");

        STARTUPINFO s;
        ZeroMemory(&s, sizeof(s));
        s.cb = sizeof(s);

        PROCESS_INFORMATION pi;
        ZeroMemory(&pi, sizeof(pi));

        CreateProcess("stars.exe", cmdline, 0, 0, 0, 0, 0, 0, &s, &pi);
        stars->Exit();
        CloseHandle( pi.hProcess );
        CloseHandle( pi.hThread );
        return 0;
    }

    return (DWORD) E_POINTER;
}

void
StarServer::Shutdown(bool restart)
{
    DWORD thread_id = 0;

    if (restart)
    CreateThread(0, 4096, StarServerRestartProc,  (LPVOID) this, 0, &thread_id);
    else
    CreateThread(0, 4096, StarServerShutdownProc, (LPVOID) this, 0, &thread_id);
}